EJEL Special Issue: 7 th European Conference on Game-Based Learning-ECGBL 2013 Held at Instituto Superior de Engenharia do Porto (ISEP), Porto, Portugal 3-4 October 2013 Editorial by the Guest Editors (original) (raw)
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Game-Based Learning Research at the Danube University Krems’ Center for Applied Game Studies
Rediscovering Heritage Through Technology, 2020
, has conducted game-based learning research. Guided by the pragmatic aim to enable classroom integration of game-based learning on a broad scale, this research has centered on the development of a gbl-toolkit for (and in cooperation with) teachers, enabling them to use game-based learning strategies within the context of current educational practice, while at the same time expanding their own knowledge and skills as gbl-experts. Currently, the toolkit contains tools to evaluate the pedagogical potential of digital games, to plan and conduct gbl-projects, and to exchange with other teachers and form an active gbl-community. Next steps will be an educational game design tool and the first in a series of educational game editors for teachers. This chapter will present these tools and discuss lessons learned from their development. 1 Overview Since its foundation in 2006, the Danube University Krems' Center for Applied Game Studies has examined, argued for, and put to the test the pedagogical potential of digital gaming media and their value for educational practice.
Game based learning -a different perspective
Video game use in education has focused on the application of games within the existing education system and on their inherent potential for producing learning (Gee 2003). However, research has revealed a fundamental mismatch between the goals of games and the object of school-based learning . As a result, efforts to integrate games into the curriculum have frequently fallen flat despite the best intentions of teachers and the gaming industry. Such efforts have failed either because games designed to educate do not engage their intended audience, or because truly engaging games do not provide enough educational value.
Learning by Playing. Game-based Education System Design and Development
Lecture Notes in Computer Science, 2009
We would like to thank all of them for offering the opportunity to organize Edutainment 2009 in a way that provided a diversified scientific and social program. Especially, we would like to thank all members of the Program Committee and Organizing Committee for their great job in defining the conference topics, reviewing the large number of submitted papers, and managing to put all the material together for this great event.
Aspects of game-based learning
I-KNOW, 2003
Abstract: How to design effective learning opportunities? Why is learning by experience often more efficient than learning by studying? How to provide the learning experiences needed to respond to current challenges? Using computer games and games in general for ...
Introduction to games-based learning
Games-based learning …, 2009
thoroughly engage in learning through meaningful activities defined in the game context as opposed to . the.related.terms.and.scope,.current.approaches,